Each Race and Personality has a unique ability that reflects its core strengths and theme. These abilities are categorised as either Passive, Active (With duration), Active(Consumable Effect).
+25% Wizards Per Acre (WPA)
+30% Arcane Arts Science Books Produced
+50% Runes Refunded on Spell Success
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (3, 0) | |||
Night Rangers | (10, 0) | |||
Druids | (0, 11) | |||
Drows | (9, 6) | 1,850gc | 6.0 | |
Mercenaries | (7, 0) | |||
Prisoners | (7, 0) | |||
War Horses | (2, 0) | |||
Thieves | 500gc |
Guile, Mage's Fury and Nightmare
Magic and mischief spiral out of control, unleashing unpredictable destruction upon our enemies. No one can predict the extent of the chaos, only that devastation is certain.
For the duration of the day when activated, all offensive spells and sabotage operations deal a random increased damage bonus between +10% and +30%.
24 Utopian Days
Until use or next day.
+60% Science Effectiveness - Production
+30% Economy Science Books Produced
+25% Specialist Training Credits
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (3, 0) | |||
Huldras | (10, 0) | |||
Nymphs | (0, 10) | |||
Will O The Wisps | (9, 9) | 1,700gc | 7.25 | |
Mercenaries | (7, 0) | |||
Prisoners | (7, 0) | |||
War Horses | (3, 0) | |||
Thieves | 500gc |
Fanaticism, Blizzard, Fog and Illuminate Shadows
Necromancers forge a dark pact, harvesting life from the battlefield. After each successful attack, they reanimate the fallen, converting fallen enemy units into wizards, soldiers, and peasants to serve their sinister cause.
After each successful attack, The Necromancer converts:
10% of the enemy's killed units into Wizards.
10% of the enemy's killed units into Soldiers.
20% of the enemy's killed units into Peasants.
+20% Building Efficiency
-75% Building Construction Cost
+40% Science Effectiveness - Resilience
+30% Economy Science Books Produced
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (3, 0) | |||
Warriors | (10, 0) | |||
Axemen | (0, 10) | |||
Berserkers | (9, 9) | 1,700gc | 7.25 | |
Mercenaries | (7, 0) | |||
Prisoners | (7, 0) | |||
War Horses | (2, 0) | |||
Thieves | 500gc |
Fools Gold, Mist and Scientific Insight
Fueled by unyielding ferocity, Orcs channel their Warlord's Fury to devastate their enemies and reap the spoils of war. Their relentless attacks seize additional resources from the fallen, while their resilience ensures that a portion of their warriors rise again to continue the fight.
Successful attacks plunder additional resources (gold, runes, food) equivalent to 25% of a successful Plunder attack and 25% of Military Casualties return home instantly (Soldiers, Specialists, and Elites).
+30% Honor Bonus
+15% Wizards Per Acre (WPA)
+30% Military Science Books Produced
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (3, 0) | |||
Rangers | (10, 0) | |||
Archers | (0, 11) | |||
Elf Lords | (10, 5) | 1,800gc | 5.75 | |
Mercenaries | (7, 0) | |||
Prisoners | (7, 0) | |||
War Horses | (2, 0) | |||
Thieves | 500gc |
Clear Sight, Ghost Workers, Mind Focus and Miner's Mystique
Warriors embody unshakable resolve and unmatched discipline, drawing upon their indomitable spirit to rally their forces. When invoked, this ability inspires their armies to fight with heightened efficiency, turning the tide of battle in their favor.
Once activated Warriors gain 5% Military Efficiency for 6 days.
24 Utopian Days
6 Utopian Days
-30% Military Wages
+20% Science Book Production
+15% Thievery Per Acre (TPA)
Prisoners convert into Thieves over time
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (3, 0) | |||
Swordsmen | (10, 0) | |||
Archers | (0, 10) | |||
Knights | (10, 4) | 1,700gc | 5.5 | |
Mercenaries | (14, 0) | |||
Prisoners | (14, 0) | |||
War Horses | (2, 0) | |||
Thieves | 500gc |
Quick Feet and Heroes Inspiration
Humans excel in diplomacy, allowing them to negotiate favorable outcomes.
Upon activation, an additional extreme activity bonus is provided.
24 Utopian Days
Instant
-50% Draft Cost
+30% Military Science Books Produced
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (3, 0) | |||
Goblins | (11, 0) | |||
Trolls | (0, 10) | |||
Ogres | (11, 3) | 2,000gc | 5.25 | |
Mercenaries | (7, 0) | |||
Prisoners | (7, 0) | |||
War Horses | (2, 0) | |||
Thieves | 500gc |
Bloodlust, Aggression and Wrath
War demands a toll in blood, and some strikes are paid in full. As the battlefield erupts in carnage, a dark pact is fulfilled — the enemy suffers grievous losses, both at the front and within their own walls.
Each successful Traditional March has a 20% chance to trigger Blood Price, causing - +35% Military Casualties inflicted on the enemy, 30% of enemy soldiers at home are slain
-25% Battle Losses
+30% Science Book Production
Fog Immunity
Always Carries and is Immune to the Plague
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (3, 0) | |||
Skeletons | (10, 0) | |||
Zombies | (0, 10) | |||
Ghouls | (11, 3) | 2,000gc | 5.25 | |
Mercenaries | (7, 0) | |||
Prisoners | (7, 0) | |||
War Horses | (2, 0) | |||
Thieves | 500gc |
Animate Dead
A vile affliction taints our forces, turning every successful assault into a harbinger of disease. Once unleashed, there is no stopping its spread.
For the entire day Cursed Plague is active, all successful attacks will spread Plague.
24 Utopian Days
Until use or next day.
-15% Rune Cost (excluding Ritual)
+125% Thieves' Den Effectiveness
+2% Extra Mana Per Tick
+2% Extra Stealth Per Tick
+70% Increased Wizard Production
Convert Specialists into Elites on Attack
Defensive specialist gets +1 strength
Elite gets +5 defensive strength
Elite gets +2 offensive strength
Gluttony, Sloth, Vermin, Mage's Fury, Chastity and Revelation
Greater Arson
Propaganda
Steal War Horses
Arcane energy surges beyond control, warping the very fabric of magic. Each strike not only harms but erodes the foundation of enemy rituals, unraveling their potency with every spell cast.
(In War) Every successful offensive spell also reduces enemy ritual effectiveness by 0.25%.
+10% Defensive Military Efficiency
+100% Land Effect - Guilds
+50% Self-Spell Duration
+80% Science Effectiveness - Channeling
+25% Thievery Per Acre (TPA)
+3% Extra Mana Per Tick
+1% Extra Stealth Per Tick
+50% Land Effect - Towers
Elite gets +2 offensive strength
Convert Specialists into Elites on Attack
Elite gets +5 defensive strength
Soul Blight, Meteor Showers, Amnesia, Fountain of Knowledge, Nightfall and Pitfalls
You possess an innate connection to the flow of magic, drawing power from ancient wells of mana hidden deep within the forests of your Province. When called upon, these reserves replenish your magical strength, allowing you to harness your arcane abilities with renewed vigor.
Restore mana by 50%.
24 Utopian Days
+15% Watch Tower Effectiveness
-15% Own casualities when attacking
-15% Own casualities when defending
+40% Science Effectiveness - Valor
Self Spell Mana Cost Reduced by 1
Can cast Support spells on Kingdom mates
War Horse gets +1 strength
Convert Specialists into Elites on Attack
Elite gets +3 defensive strength
Elite gets +3 offensive strength
Greater Protection, Divine Shield and Salvation
Clerics are blessed by divine forces, granting them unparalleled mastery over protective and empowering magic. Through their sacred connection, their self-spells are occasionally imbued with divine favor, doubling their duration and extending the blessings of their faith.
When casting self-spells, Clerics have a 50% chance to double the spell duration and gain 10% of runes refunded.
+20% Damage Inflicted on Massacre Attacks
+60% Science Effectiveness - Crime
+15% Thievery Per Acre (TPA)
-35% Thief cost
-50% Thief Losses
+2% Extra Stealth Per Tick
Convert Specialists into Elites on Attack
Elite gets +4 offensive strength
Invisibility, Guile and Animate Dead
Subdue Wizards
Steal War Horses
Greater Arson
Rogues are masters of deception, striking from the shadows with deadly precision. Under the cover of night and with their stealth at its peak, their sabotage becomes far more devastating, leaving their enemies defenseless and vulnerable.
+25% Sabotage damage if the operation is performed when a Rogue has 50% or more Stealth.
+50% Science Effectiveness - Channeling
+40% Science Effectiveness - Shielding
+50% Science Effectiveness - Sorcery
+1% Extra Mana Per Tick
+1% Extra Stealth Per Tick
No wizards killed from failed spells
Homes hold 15 population
Convert Specialists into Elites on Attack
Elite gets +3 defensive strength
Elite gets +3 offensive strength
Reflect Magic, Quick Feet, Mystic Aura and Mind Focus
Mystics wield unparalleled mastery over arcane forces, channeling their power to transform their armies. Through the spells Righteous Aggressor and Righteous Defender, they convert specialist troops into elite warriors, bolstering their strength.
Gains access to the spells Righteous Aggressor and Righteous Defender.
+10% Battle Gains
+5% Offensive Military Efficiency
Elite gets +5 offensive strength
Access Conquest regardless of Net Worth
Convert Specialists into Elites on Attack
Elite gets -1 defensive strength
Heroes Inspiration, Town Watch and Bloodlust
War cuts beneath the surface. Tendrils of ruin—be they steel, stratagem, or sorcery—drive deep into enemy lands, leeching strength at its source. With each successful strike, the foundations of life falter and whole settlements wither.
On successful attacks, destroys 0.5% of the target’s total population.
Here is the effects of all possible rituals.
Affluent | Income +10%, -20% Draft Cost and Draft Speed +20% |
---|---|
Barrier | -25% Instant Spell damage and Thief Sabotage damage from enemies and +25% Defensive WPA/TPA |
Benediction | +15% BE, +50% pop growth, +10% Flat Rate Building Production |
Expedient | -30% Training Time (including Thieves), -30% Construction Time, & -30% Build costs & +20% Wizard Production |
Expropriation | +15% combat gains, +15% Honor gains, +20% Specialist and Build credits |
Fleetfoot | -10% Attack time, -10% Offensive Military Casualties |
Havoc | Increases offensive Thieves per acre (TPA) and Wizards per acre (WPA) by 20% & Instant Spell damage and Sabotage Damage by 20% |
Onslaught | Increases Offensive Military Efficiency (OME) by 10%, Enemy Military Casualties when Attacking by 15% |
Stalwart | +10% Defensive Military Efficiency (DME) & -15% Defensive Military Casualties |
Here are the effects of each Stance
Normal | None |
---|---|
Aggressive | +10% Battle (Resource) Gains, +50% Bravery Gains, +15% Military Casualties |
Defensive | +10% DME, -20% Build Time and Costs, -10% Enemy gains, +20% Attack time, -10% OME |
Here are the effects of all possible dragons.
Emerald | +25% military casualties in combat, -20% combat gains, -40% Building and Specialist Credits gained in combat |
---|---|
Ruby | Reduces military effectiveness by 15%, Increase military wages by 30% and lose 30% of new draftees |
Sapphire | -30% lower magic (WPA) and thievery (TPA) effectiveness, +12.5% Instant Spell and Sabotage Damage taken and -12.5% Instant and Sabotage Damage dealt |
Topaz | -30% Building Efficiency, -25% Income, destroys 4% of buildings instantly and every 6 days thereafter |